QuickDecals: Decals Made Simple- Add dirt, grunge, splatters, posters, trash, etc!

Add Detail to Your Scene with Decals!
Quick: Choose a material, click a surface- done!
Powerful: “Random” mode for detailing large areas
Efficient: Works great with Lightmaps or Dynamic Lights!

Decals are a great way to liven up your level, break up tiling textures, and generally make your game look truly detailed. You can use QuickDecals to quickly add decals such as:

  • blood
  • dirt
  • leaks
  • footprints
  • grunge
  • cracks and crevices
  • worn and damaged areas
  • posters
  • notes
  • burns and scorches
  • windows
  • doors
  • …and all sorts of other visual detail!

Drag ‘n drop any material into the QuickDecals panel, then simply Ctrl+RightClick on a face to place the decal. Repeat as necessary!

If you need to add lots of random detail, switch on “Random” mode, and add as many materials as you like. Then, use the same Ctrl+RightClick to splat a random decal each time.

QuickDecals works great with lightmapping or dynamic lights, no work required on your part.

Available for $10 on the Unity Asset Store: Unity Asset Store - The Best Assets for Game Making

So, what exceptional advantages does this offer over Edelweiss Interactive’s Decal System which is FREE??

Edelweiss’s system is great, no denying that, and it’s great that he gives it out for free. The focus, and an advantage, of this decal system is to be quick, simple, zero setup or learning curve.

The real advantage, though, is that this tool does cost. When I charge for tools, I give them serious, 100% dedicated support, user-driven updates, and troubleshooting, at all times. You can ask any of the ProBuilder/ProGrids/etc customers- 4am email replies are no problem, updates come very quickly, and I’ve even built a separate forum dedicated to all my Unity tools. It’s a great community, where other users often answer questions before I can.

Working as a professional, I also simply prefer to use paid tools. It tells me the author has a real commitment to making that tool work properly for me- now and anytime in the future. Not that Edelweiss doesn’t- I’ve heard he’s a great fellow who makes sure his tool is well supported, and that’s awesome he can do it for free! However, on a tight time schedule and zero room for error…

So- QuickDecals is very fast, simple, easy, and gets the job done well, plus has dedicated 22/7 support (I have to sleep at least sometimes…) And, just like my other tools, it will definitely be growing more feature-rich very quickly, while keeping the same speed-and-ease focus that I believe is the best feature any tool can have.

Good answer!

Sounds good, another question - will you allow decal to be created dynamically at runtime?? (eg. bullet holes, blood splatter, paint splatter on wall mesh (or any sort of mesh) by other objects such as bullets, corpse, paint bucket etc…

I’ve been thinking on that as well. It won’t do it out of the box, not yet, but a user with a bit of code knowledge could fairly easily hook it into their game system and make it work that way. It’s a good idea though, I’ll probably add it fairly soon- feels like a very useful feature.

@RazorCut- thanks!

How this work for performance? Any “stress-test” made?
Looking really nice, I am searching for a decal system/plugin

do i have to place the decal on a flat surface ?
im waiting for your answer to buy it

Edelweiss’ Decal System is also a black boxed plugin if I remember correctly. I’m guessing this isn’t? That would be a huge pro for me at least.

Yep, it’s just a plane-mesh decal system, at the moment.

I’ve tested it out a bit, mostly to confirm that the decals will lightmap and batch down properly- which they do :slight_smile: I’m working on some large and complex levels, and will give it a test with and without these, for a real-world number.

Yep, no DLL/etc here, you get all the scripts with no hassle. So it can be easily extended, if you like.

Please add in support for skinned meshes, and you got a buyer here (even if you raise price)

Hi imtrobin- hmm, so the decal would have to anchor itself to the surface somehow, yes? Sounds tricky, but where there’s a will, there’s a way :slight_smile:

Thanks, yahodahan…
I will wait for this, my scene will have around 50+ strutuctures, a sandbox style and so, I am looking for a good solution with performance wise.

Makes sense xandeck :slight_smile: Atlasing and vertex-based resizing should be in and working soon, to really save on drawcalls.

Yes, will this be added?

I will definitely be adding it in the future, although for the moment ProBuilder 2.0 is priority for me.

Will you be including the decals that you show in your video?

Actually they are all freely available on www.cgtextures.com- hooray!
Or, download them here:
www.sixbysevenstudio.com/files/linked_files/Decals.zip

interesting stuff here! How about decals on corners? The run time instantiating would be nice also as well as the skinned mesh one. Definitely some stuff to add I guess. Good job so far

Thanks rosor- decals on corners (I assume you mean overhanging) won’t work yet, sorry. It’s a very fast and intuitive system, but we are still adding features. Works perfectly for 90% of decal situations though!